Ready - The return of mcjIsosurface plugin for PC-Win and DS 4.X

mCasualmCasual Posts: 4,604
edited March 2015 in Freebies

! Ready !

https://sites.google.com/site/mcasualsdazscripts/mcjisosurface

you want to download

mcjIsosurface3 Plugin For DS4.7 32Bit.zip (91k)

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxtY2FzdWFsc2RhenNjcmlwdHN8Z3g6MjEyZWJmZjE2NmI3YjljMA

and/or
mcjIsosurface3 Plugin For DS4.7 64Bit.zip

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxtY2FzdWFsc2RhenNjcmlwdHN8Z3g6MjUyMDkxNGNiNjc3ZmM4


and unzip that in the appropriate folder

for the 64-Bit version

C:\Program Files\DAZ 3D\DAZStudio4\plugins
or
C:\Program Files\DAZ 3D\DAZStudio4 Public Build\plugins

or for the 32-Bit version

C:\Program Files (x86)\DAZ 3D\DAZStudio4\plugins
or
C:\Program Files (x86)\DAZ 3D\DAZStudio4 Public Build\plugins

---------

what you see here is a meta-cube and a metaBall merging together

it's the mcjIsosurface3 plugin which still exists and works with Daz Studio 3

But today, following prodding

i ported it to Daz Studio 4.7 32-bit

tomorrow i'll see about the 64 bit version

it does render well in OpenGL and 3Delight but i doubt it will render in

DS4.8's IRay, unless it uses the same geometry the 3Delight renderer gets

note the DS4.7+ version is not posted yet ( tomorrow?)

but you can see the manual here
https://sites.google.com/site/mcasualsdazscripts/mcjisosurface

the olden days (2011) launch video here
https://www.youtube.com/watch?v=bkTimQdypPQ

oh i almost forgot that ... isosurfaces can be saved as OBJ files, which means ... you can reload them and render them with IRay for sure

softwarerender.jpg
910 x 910 - 119K
poing.jpg
880 x 710 - 121K
Post edited by mCasual on
«13

Comments

  • mCasualmCasual Posts: 4,604
    edited December 1969

    aint this neat, liquid chrome with real reflectivity in 3Delight

    liquidchrome.jpg
    910 x 910 - 374K
  • Eustace ScrubbEustace Scrubb Posts: 2,687
    edited December 1969

    Thank you thank you thank you!

  • hphoenixhphoenix Posts: 1,335
    edited December 1969

    Hooray! I hope the 64-bit port goes just as smoothly, and I'm looking forward a LOT to the download links!

    Been missing this since I updated to 4.7........a LOT!

    Again,

    ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou!!!!!!!!

  • Eustace ScrubbEustace Scrubb Posts: 2,687
    edited December 1969

    Do you think we could get an iso-suit shape for people to wear or be trapped in? ;)

  • mCasualmCasual Posts: 4,604
    edited March 2015

    hphoenix said:
    Hooray! I hope the 64-bit port goes just as smoothly, and I'm looking forward a LOT to the download links!

    Been missing this since I updated to 4.7........a LOT!

    Again,

    ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou!!!!!!!!

    earlier today i was able to get the DS4.X SDK 64-bit version to compile

    and now the first test of the 64 bit version will be .... DS4.7

    i load (who else?) Amy interesting, i can load a DS4.8 scene in DS4.7

    is the isosurface 64-bit plugin seen by Ds4.7? ......

    fig 1 - yes !

    next i make the isosurface domain larger than Amy

    fig2 - that didnt crash but it seems this simple operation is quite demanding on Daz/ the CPU
    i dont remember precisely but i think my plugin pre-computes a lot of tables

    and i'll add a few metaobjects using the metaconsole script


    Fig 3 - Bubble-pop seems to all work and no crashes - The meta objects were very dark looking in the 3dViewport, but i think that problem existed in the DS3 version and happens when the isosurface domain ( cube ) is re-scaled , like i did in this case, but the 3Delight renders look fine

    good news, the companion script mcjMetaDump will work as-is ! - it lets one export the metaobjects as .obj files

    now lets go in DS4.8 public build beta 64bit and see what happens

    Fig 4 - Now in DS4.8 we can see that the .obj created using DS4.7 is valid , and since it's just a normal.obj, it renders fine usin IRAY

    interesting point : i added some pink ambient color/strength to the surface and it increased the brightness of the figure inside the blobby

    --

    one last test before i post the plugins ( dlls )

    the plugin in DS4.8

    ....

    i copy mcjIsosurface3.dll in C:\Program Files\DAZ 3D\DAZStudio4 Public Build\plugins

    ( i needed administrative privileges to do that, i wonder if there's a public plugins folder somewhere )

    and i start DAZ Studio 4.8 Beta Public Build ...

    Fig 5 - good news, DS4.8 accepts it !

    okay.jpg
    292 x 716 - 98K
    irayrayray.png
    640 x 360 - 93K
    bubblebop.jpg
    910 x 910 - 399K
    box.jpg
    910 x 910 - 130K
    oro1.jpg
    700 x 698 - 118K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited March 2015

    for the DS4.8 tests i wont resize the Domain/Cube because there's OpenGL normals issues that are not fixed

    ( but will be, later this spring or summer )

    Creating the isosurface node in DS4.8 worked fine !

    now we add a Metaball ...

    works ! no crash

    lets add 2 more

    works well, even i'd say it runs more smoothly than in DS4.7

    -----

    next we test IRay renders ( but we keep our hopes low )

    .... yep, nothing .... iray doesnt see it

    actually, if it's like OpenGL and 3Delight, Daz Studio walks up to the metaballs and says "hey you mister isosurface or whatever, tell IRay what you look like" and the metaballs answer "i dont speak Irayian"

    ----

    but at least i can render it in Hardware, and 3Delight mode

    and using the mcjMetaDump script i can convert it into an .obj

    for Animated IRay metaballs one would have to use that .obj-sequence-to-morphing-poser-prop script i wrote but forgot the name of :)

    Oh my Gawd wait till you see Figure 2 !!!

    That's the metaballs object, created in DS4.8, using the mcjIsodurface3 plugin, plus the mcjMetaConsole script , then exported as an obj using mcjMetaDump script, then i applied the IRay Jade shader preset, and IRay rendered this .obj !

    ---

    Figure2 - one problem with the mcjIsosurfaces is that it tends to use narrow triangle polygons which works against a smooth surface look, and subD doesnt help that much


    -- posting the 32 and 64 bit DLLs in the next minutes !

    ogmygawd2.png
    640 x 360 - 82K
    ogmygawd.png
    640 x 360 - 141K
    smooth.jpg
    958 x 694 - 225K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited March 2015

    ! Ready !

    https://sites.google.com/site/mcasualsdazscripts/mcjisosurface

    you want to download

    mcjIsosurface3 Plugin For DS4.7 32Bit.zip (91k)

    https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxtY2FzdWFsc2RhenNjcmlwdHN8Z3g6MjEyZWJmZjE2NmI3YjljMA

    and/or
    mcjIsosurface3 Plugin For DS4.7 64Bit.zip

    https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxtY2FzdWFsc2RhenNjcmlwdHN8Z3g6MjUyMDkxNGNiNjc3ZmM4


    and unzip that in the appropriate folder

    for the 64-Bit version

    C:\Program Files\DAZ 3D\DAZStudio4\plugins
    or
    C:\Program Files\DAZ 3D\DAZStudio4 Public Build\plugins

    or for the 32-Bit version

    C:\Program Files (x86)\DAZ 3D\DAZStudio4\plugins
    or
    C:\Program Files (x86)\DAZ 3D\DAZStudio4 Public Build\plugins

    ogmygawd4.png
    1280 x 720 - 794K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited July 2015

    Great metaballs of fire !

    it's all said in the picture

    Isosurface 4 will be fully compatible with IRay, Reality, BlenderCycles ... you name it

    the only issue at hand,is that when the isosurface is active,

    there's something ( maybe useless redraw ) that slow down the PC a bit

    but i'll solve that issue

    since i already have the code to export the metaballs, i already have all i need to make it display metaballs instead of a disk

     

    perfect.jpg
    1920 x 1080 - 338K
    Post edited by mCasual on
  • hphoenixhphoenix Posts: 1,335

    Yow!  That was quick!  I've been hoping for Iray Isosurfaces..... You rock, mCasual!

     

    Can't wait for IsoSurface 4!

  • mtl1mtl1 Posts: 1,501

    Is there a way to alter the script such that it subtracts the surfaces instead of merging them? Or is there already another script to do that? :)

  • scathascatha Posts: 756

    You mean a boolean operation...

  • hphoenixhphoenix Posts: 1,335
    mtl1 said:

    Is there a way to alter the script such that it subtracts the surfaces instead of merging them? Or is there already another script to do that? :)

    I think he's referring to being able to give an isosurface element a negative strength, so it subtracts from the field strength in its vicinity, rather than adding to it.

     

  • mCasualmCasual Posts: 4,604
    edited August 2015

    got the UV maps working

    and the abnormal high CPU usage seems to be gone

    the UV mapping for the isosurface will be spherical i think

    and interesting fact is that i could make the UVMapping dynamically changing ... but for now it will be spherical

     

    gottheuv.png
    640 x 360 - 376K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604

    i vaguely remember experimenting with that, but in the end i made it additive-only

    https://sites.google.com/site/mcasualsdazscripts/mcjisosurface

     

    mtl1 said:

    Is there a way to alter the script such that it subtracts the surfaces instead of merging them? Or is there already another script to do that? :)

  • mCasualmCasual Posts: 4,604
    edited August 2015

    about to do a big test ! displaying the IRay-renderable isosurface 

    ... and it .... very elegantly crashes Daz Studio 4.8 - it went *poof* disappeared

    probably because i attempted to create a mesh containing 0 vertices 


    test 2, after changing the code to leave "it" alone when the isosurface has 0 vertices ... no crash !!

    now we'll add a ball ...

    ... i forgot how to do that actually ...

    ... oh ! the metaConsole, of course the metaconsole!

    results are in

    good news, SceneInfo remports that "it" now has 3125 triangles instead on 1 quad

    bad news is, i cant see it on-screen ... 

    test 3 will be the One !


    One nice thing is that i can export "it" and see what's going on

    what's going on for now is that all 9000 vertices are at the same position of  -0.383008 3.125 -5.3125

    i found the bug ! a missing code line that reads 

            ++t;

     

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    the iray Shader Car Paint with metal flakes

    the iray shader "Gold metal" a metaball plus a metatorus

     

    It's alive it's alive !

    which doesnt mean it's releasable yet

    i want to see if i can impose the normals i want ...

    probably not, so at low-resolution you'll probably get a partially faceted look like this

    expect a release this weekend

    but ya know ... things can happen so

     

    it's alive.png
    640 x 360 - 215K
    it's alive2.png
    640 x 360 - 211K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    a hardware pixel-shading render mixed with another hardware render

    so far i dont seem to be able to increase the isosurface resolution

    it's alive3a.png
    640 x 360 - 144K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    the plugin is causing too many useless redraws, but at least it seems to do comply with resolution parameter changes

     

    also shown here 2 U-shaped molds ... because , yes, this weekend too, i'll post the 1001 molding props

     

    mcjIAmyTitanium.jpg
    1920 x 1080 - 771K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    come to think of it ...

    the thing i must change ...

    is to decouple this from the redraw !!!

    --

    the redraw only needs redraw the domain box

    --

    oops crash :)

    uhhh mmmaybe i created an infinite loop?

    ... found it !

    when a scene is being loaded, nodes can exist and not have a shape or geometry 

    and attempting to modify something that doesnt exist can be tricky

    ok issue fixed

    gwadali.jpg
    1920 x 896 - 576K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    tomorrow tomorrow it should be ready

    i have among things to synchronize the movements of the "it" node with the mcjIsoSurface node ( or simply ignore the position of the mcjIsoSurface )

    i vaguely remember that getting nice UV maps like this on metaballs took some effort back then

    the reward is that textures and Displacement maps work well

    ( except for the MetaCube it seems )

     

    displac.jpg
    1800 x 1013 - 824K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    in Blender

    i still dont know it i'll be able to get rid of the wrinkles

    http://www.daz3d.com/forums/uploads/FileUpload/26/70c12ecbfb79baa51b8687791d2dc7.jpg

     

    remremder.jpg
    1800 x 1013 - 143K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    to improve surface smoothness, reduce geometry weight and improve speed, i'm 

    very tempted to use the method here called "Naive surface nets" and the author is OK with anyone re-using the idea

    http://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/

    and as a bonus, maybe just maybe there will be a Minecraft type of  polygonization option for our isosurfaces

     

    nah i'll leave this for another day ... i have too many ongoing projects that need attention !

     

    so, just make it work

     

    i did look at the normals issue and i see functions to read normals but none to re/set them so ...

     

     

    Post edited by mCasual on
  • Eustace ScrubbEustace Scrubb Posts: 2,687
    edited August 2015
    hphoenix said:
    mtl1 said:

    Is there a way to alter the script such that it subtracts the surfaces instead of merging them? Or is there already another script to do that? :)

    I think he's referring to being able to give an isosurface element a negative strength, so it subtracts from the field strength in its vicinity, rather than adding to it.

     

    Actually, there is already:  set the scale to a negative value.  The Metaball disappears and a dent appears in the neighboring surface.

    EDIT:  may only be MetaBalls that do this.  The MetaCube doesn't seem keen to, and the dial in question may be the base Scale dial after all...

     

    But I know I've done it!

    EDIT:  MetaBalls at negative scale DO work on the surfaces of other MetaBalls, but NOT on MetaCubes.  Neither MetaCubes nor MetaTori work with negative scales:  they become little metaballs of indifferently spheroid shape.  Ditto MetaPlane and MetaNuBall.  The inverted MetaBall will, however, indent both of the latter and the MetaDisk.

    Post edited by Eustace Scrubb on
  • mCasualmCasual Posts: 4,604
    hphoenix said:
    mtl1 said:

    .... MetaCubes.  ....

    judging by one of my renders above the metacubes have a bug, their normals and texture coordinates seem wrong 

    nice to see some of the shapes work with negative scales !

    in the distant future i'll repail this and make the spheres stretchable along an axis

    i remember seeing someone build a realistic human figure using something like that ( in the 1980's !! )

     

     

  • Here's a render to show what I mean.

    MetaBlobby.png
    1000 x 1300 - 433K
  • mCasualmCasual Posts: 4,604
    edited August 2015

    so it's a yes on negatively scaled metaballs and some but not all other metashapes can also produce dents by negatively scaling them

    the holes in this case are due to the isosurface exceeding the limits of the "domain"

     

    http://www.daz3d.com/forums/uploads/FileUpload/0f/1e92470c2a20f23a79f85d41340a3d.png

    whybesonegative.png
    800 x 800 - 758K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    metaball plus metastick

    currently working on the transforms issue, since the isoSurface node doesnt "carry" the geometry anymore

    in fact i could move the isosurface node to a Tool/Panel

    http://www.daz3d.com/forums/uploads/FileUpload/f5/ee50a7de9679710b25b62df0e45cd8.png

     

    metaballplusmetastick.png
    800 x 800 - 242K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    i'll release it beta right now - because i want to release the ongoing project this weekend which was the 1001 molding props ... before midnight, and it's almost 9 pm !

    i didnt really make scaling work in a sane and evident manner for the isosurface

    but if you dont move the shape or scale it while building your model, it's not confusing, and it renders ok even in animations

    as you can see ( is the render done, yes! )

    below in a minute or 3

    --

     

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited August 2015

    mcjIsosurface4 Beta - Now IRAY Renderable, including Animations

    https://sites.google.com/site/mcasualsdazscripts5/mcjisosurface4-beta-20150802-plugin-for-ds4-8

    i did say Beta

     

    that's actually an animation from 2011 or before that

    the metaballs were animated using a script i plann(ed) to release

    there's other effects ... then again maybe i did post it!?

    see more here on the Big Screen !

    https://drive.google.com/file/d/0B74NpQ_FHc6cOC1aVjNWZ1F6TFk/view?usp=sharing

     

     

    Post edited by mCasual on
  • jag11jag11 Posts: 885

    Awesome! Video at 0:16 seems like a heart beating. Please post the script to do that.

Sign In or Register to comment.